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my final thoughts on the system
I’ve for the most part accepted your in-game safety system VRChat team but to be completely honest I still really don’t like its current iteration. Several months have passed now and we haven’t got any improvements or changes to it other then when we(the community) raged about the Veteran Rank. The safety system was introduced to combat people from spamming world audio on avatars, disorienting screen space shaders and of course forms of crashing. Since the release crashing is more rare(via avatar animations at least) but this is the only good thing that came of it. In actuality all that was needed at the minimum was more game settings. I think it’s great we can turn stuff off(with the current system) if we choose to but here's the deal. It’s unfair since most people just turn entire groups off because false assumptions are made by players. Common minds sets are newer accounts may have crashes or are trolls, people are scared of who they don't know massively suppressing all or lower ranks. I’m tired of this because it is only a problem due to the class separation. Giving people tools to block new-long term players specifically just has never sat right with me, make it equal. I want a better middle ground and friendlier system that doesn't have prestigious elements and a hierarchical ladder that nobody uses correctly. The root of all the problems is the game itself. The safety system is being used as a substitute for performance gains as well which is sad. We’re currently dealing with slow game development which is directly affecting the misuse. The safety system was a band-aid and in my view a decent workaround to pressing issues at the time of release. However, I believe it was a failure because of the social hierarchy it created for really no reason. why does it truly matter if somebody is trusted. It only fucks with people's minds and adds unneeded colors (quite literally) to what i view as a black or white system ideally. It was a optimistic view to nail too many things at once leaving us with a mediocre mess. fundamentally the safety system does what we need but in such a over-thought execution. -A simplification would be to merge the 5 public user classes into one group while keeping friends separate. This addresses the unfairness in group blocking and at the same time makes the system easier to understand for anybody. This configuration has many advantages to more quickly turn off and on features, and as you will read below more control over avatars if you want to customize further. Here is my write up of the reworked system i have came up with a while back but i never bothered to post. The only reason i am is because i hoped we would get something by now but we haven't. Effectively what i’m trying to prove here is we don’t need social ranks. My proposed system opens up more options while keeping you safe from exploits which was the original goal. My system does not ax the old system completely but merely changes and expands the current toggles. ----Game Settings Advanced (ex safety system)----- 1. Mute All Players Toggle: ON/OFF- -Exclude friends option 2. Avatars Toggle: ON/OFF (ON by default)- -Exclude friends option -Allow distant disable on models -Allow forward rendering -Max rendered models in proximity value 3. Safe Shaders Toggle: ON/OFF (OFF by default)- -Exclude friends option -Important info: this is a concept idea of white-listing shaders made by the community you can enable for a more controlled experience. I’m completely against turning off all shaders accept standard when you block shaders. What i’m suggesting is a default list but you can choose to add more through the config to fine tune your experience. 4. Particle Limiter Toggle: ON/OFF (ON by default with friends exclusion)- -Exclude friends option -Override to disable particles completely. -Enable/disable player local collision -Sliders for min and max particles/ or uncapped. -Max burst emission value slider 5. Avatar Sounds Toggle: ON/OFF (ON by default with ONSP disabled + max range = 30.- -Exclude friends option -Enable/disable ONSP -Avatar volume slider (safe volume set to 20% by default) -Sliders for min and max range with uncapped option. 6. Avatar Light Sources Toggle: ON/OFF (ON by default)- -Exclude Friends option -Filter to disable real time lights on avatars, while excluding baked and mixed. 7. Custom Animations Toggle: ON/OFF - (ON by default) -Exclude Friends option 8. Dynamic Bone Toggle: ON/OFF (ON by default - Limiter on by default)- -Limiter currently in game now but should be part of this system and have value sliders. -Experimental feature for colliding with other users dynamics. Performance hit warning. 9. Name plates: ON/OFF (ON by default) -Colorblind mode - types + options -Enable/disable friend name plate color. Custom hue option. -Enable/disable border on plates. -Enable/disable avatar performance indicators. -Increase/decrease font size. I believe name plates need more options and fit into this category. -----Main menu changes----- Under your name will display if you have upload privilege to make avatars and worlds. Option to hide information but a icon will display no matter what for the indication. External link to getting started with avatar creation and acquiring what you need. -----Player select menu----- Hide/unhide avatar Hide/unhide avatar + advanced / ID check (if public avatar) VOIP volume slider Hide/unhide name plate Hide/unhide particles Display Safe Shaders / Show original Disable/enable Dynamic Bones Avatar volume slider Hide/unhide light sources Stop animations … Thank you for reading.
[632] Ability for creators to make hints for shader replacement
Alot of ppl is suffering about shader replacment because it's not always replaces coreclty. As I understood for now unity's shader replacement mechanism ( ) is not used and it's replaced on avatar load manually by vrc code by internal algorithms. Some times shaders got replaced to the ones with wrong blending modes, some times it's just looks ugly in specific conditions (scene lighting), some of them just dont have properties for whitelisted shaders. There is already few posts related to that: So I suggest to make special component for SDK. Somthing like VRC_ShaderReplacement where contant makers can define explicit mappings of materials with custom shader to materials with whitelisted shaders (standart, diffuse, unlit, ... may be some lightweight flat lit? (pls no cubedparadox) ) so content makers can provide explictit materials for replacemnt with proper settings (textures, colors, blending modes, ...) that will not look very bad when custom shaders is disabled. Any materials w/o mapping or with mapping that does not fit whitelists (I guess sdk just should not include shaders used in mappings into build) can be replaced as it's currently doing. I don't think that this replacement mechanism will be hard to implement and heavy to execute at runtime.
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